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Indivisible Gameplay Discussion

way to skip past the boss's first goonie summon phase by using Razmi's slow effect and well timed supers/ combos.
I think I've watched one of the speedrunners pull this off too, although this might be a potentially big time save over @havick9 's WR if you could get the rest of the run down.
 
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Hey guys, I was stranded on an island for a while, could someone tell me if there's been any major updates to the prototype in the last three months or so?
 
Hey guys, I was stranded on an island for a while, could someone tell me if there's been any major updates to the prototype in the last three months or so?

No, nothing changed in prototype as of yet.

New backer exclusive beta should be coming withing a month or 2 or 3 (purely mine estimate, no hard data to back it up).
 
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Yeah, we're getting the backer preview soon.
Here's what it looks like !

 
New backer exclusive beta should be coming withing a month or 2 or 3 (purely mine estimate, no hard data to back it up).
Since making it run on everything else was cited as a, if not the, major reason for holding it back from release I wonder if adding a Swtich version just pushed it further back.
 
Since making it run on everything else was cited as a, if not the, major reason for holding it back from release I wonder if adding a Swtich version just pushed it further back.

No.

http://www.indivisiblegame.com/2017/06/01/indivisible-coming-nintendo-switch/

Please note that we will not be able to release the Backer Preview build on the Switch, so when that’s available you’ll still need to get that on one of the other available platforms.
 
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So speaking of gameplay, something I loved in the trailer was finally getting a tease at those new monsters. We haven't seen too many of their attacks yet, but based on the concepts, I'm personally glad to see Kabandha is in the line-up. I can't wait to see how their new tactics might change up the flow of battle.

Throughout all of this new footage though, one thing that's been sticking out is how many locations we've been seeing the Manote Thiha. At first I figured those big guys were just being inserted in random places for the fun of it, but now I'm starting to wonder if it could actually mean we'll be running into a lot more of them. Manote will be getting new attacks too, so it could be bringing a shorter, but more varied battle than before. Could they become the Abobos of Indivisible?
 
The Manote def became a mascot of sorts, glad to see it back myself! And yeah, it (they? It's some sort of symbiote-like thing corrupting it right) has some new moves so that will spice up things. Especially for people who grew used to the prototype :p

And yeah all those new monsters look super neat too! Particulary loving the golem with its face appearing on its fist when it attacks.
I wonder if the Kabandha will have its attack when it tries to grab a party member and vore them
Could make for a fun situation.

DEjMtyi.jpg

 
I'm most interested to see how Kabandha's eyeball toss works, or really any of the projectiles, including Belu's new dagger toss. I wonder if they might be trickier to block than normal attacks somehow, or if some projectiles might hover over the target and delay their impact.

Basically, I'm excited for the stuff that the Prototype didn't prepare us for. Looking forward to getting my butt kicked again!
 
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I wonder if we will also have the position bonuses Mike talked about once (I think?) like characters at the back are less likely to be targetted and such? I didn't imagine this right.

Though i don't remember if this was mentionned in the backer update so I'm not really expecting it.
 
Yeah, I'm trying not to expect too much, but I hope they try to show off at least a few of these things. I'd love to see the adjustments made to meter/damage for juggle combos too, even if the values still need to be tweaked.

Overall, I think in order for the Backer Preview to leave a strong impression, it definitely needs to be obvious to people that they aren't just playing the Prototype with a new coat of paint. Once they see enemies blocking those old mashy combos for the first time, that should be a big wake up call.
 

A little bit of new gameplay in this vid.
Mainly what i can see : there's now a little ?! sign when one of your characters is gonna be attacked, sometimes the camera gives you an overview of where to go and stops following Ajna (kind of like in some Mario games)

And looks like the Kabandha has the attack where it just eats one of your party members, gross!
 
Wow, there's definitely some interesting things in that video. I like the exploration clips because most of them suggested at least a couple of branching routes Ajna could go on while she was running around. This map definitely looks a bit more open, and that'll be fun to check out. The Backgrounds look really good too.

In the battle footage, something big it showed was that the meter gain on single hits looked very low now. Qadira's and G&H's attacks built almost nothing, and the most was built when Ajna and Dhar attacked together. Looks like that might put a lot more emphasis on meter building combos.

It also looked like the Kabandha could attack immediately after it was getting combo'd, which is kinda scary. So apparently some enemies won't give you the same amount of wait time after your attack is over.

I noticed input driven movestrings had different properties too. Dhar's triple slash required all three actions, while Qadira's slide launcher combo only seemed to need one. Dhar's slashes also didn't do that much damage, but recovered fast, so that might make him more of a meter builder, like Zebei, rather than a heavy hitter.

It'll be interesting to see how much of this holds up in the version we get to play. It can't be long now!
 
I don't know if I missed this before or if it's part of the recent edit in http://www.indivisiblegame.com/2017/04/24/indivisible-4-21-2017-update-backer-preview/ but I found it to be an interesting statement.
Indivisible has a lot of abilities to help Ajna explore her world. We realized during internal playtesting that navigating them all can be a bit cumbersome, especially when trying to chain them together to make it to hard-to-reach areas.

To alleviate this, we’re working on a new, simplified control scheme that doesn’t require the player to switch weapons and ability sets on the fly.
I just remember when @Mike_Z was doing campaign streams he was saying the way weapon switch worked was specifically so you could switch weapons mid-platforming and therefore the game could require you to. Guess that didn't work out in office testing?

Maybe the simplified control scheme incorporates multiple weapons during the platforming so that way you don't have to actively switch them during the actual platforming? That seems difficult to implement though given all the movement options weapons supposedly have (Spear has at least pole vault, throw, upward thrust for gripping ceilings) on top of a regular attack. I don't know.
 
Some gameplay from the AX panel compiled in a single video! (i do think it doesn't have the Heruka stuff yet though.)

 
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Holy crap everything looks great so far.
Can't wait for the backer build.
 
From the panel, it sounds like we'll be getting a better look at the game's mechanics in the Backer Preview than what was finished in time for the E3 & AX builds, so that's good.

Too bad we weren't able to see Nuna's traps or Phoebe's backbreaker combos in action yet though. Hopefully some of them along with Baozhai can make it into another one of the Preview builds down the line.
 
The backer beta will get updated in time right? I'm sure Nuna and Phoebe will be added later down the line

Aaaah i can't wait it looks so promising... Indivisible really sounds like the kind of game i've been waiting for a while and sometimes i'm still "shit this game is real right i'm not imagining it :p?"
 
So the super a character performs is strictly determined by how much meter you have at that time?
 
So the super a character performs is strictly determined by how much meter you have at that time?
In the Prototype, once you gain a certain level of Meter, your character is forced to burn the strongest Super available, or one level lower in certain situations.

However, since then, they've implemented the controls that allow you to decide what level of Super you want the character to perform. So now you can gain 3-Meters and only burn your Level 1 Super if you want to.
 
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Quoted this from @Aden from the general topic because i thought it was interesting to have this info here:

Okay, for those still waiting on the panel who wanted to know gameplay stuff I took some notes and a solitary screenshot.
  • Weapons are bound to different buttons in the overworld (R1 is bow, slide is still down+jump) (I know menu was Triangle, block was circle in older builds)
  • You can slide down walls to position for wall jumps
  • Counter in overworld is now just block with proper timing instead of a dedicated counter
  • You can block at any time "even when you're out of meter" (I'm confused now, because what's the meter management aspect then beyond combos build more meter?)
  • You will probably be able to tech grabs
  • Just Defend added, has its own sound, builds a ton of meter, greatly reduces chip damage, you can't die from chip damage during Just Defend
  • Who is getting attack even more obvious than it was
  • Dash in overworld is a button or double tap
  • First boss in backer build still gives not-speed boost™
  • There are two hidden bosses in the backer build (wording sounds like one is the cat again) and the second one gives you Helmbreaker*
  • Helmbreaker breaks floors, leads to secrets
  • "Divekick is not granted but is part of her ability set"
  • Spear now has pogo to get across spikes (shown to still have ceiling grab and throw)
  • Dash attack in overworld
  • Dhar mechanic: Hold down attack buttons during combos instead of tapping to generate earth pieces for more damage
  • Ginseng: Neutral is heal (hits next to enemies), up is stir which hits (adds more health to heal, can be done up to 6 times), down is search for item down again is throw item while following it with stir mixes it in the mortar to give you a status effect or a debuff instead of heal
  • Characters can not block magic other than Qadira (everything else mentioned about her is covered here https://labzerogames.com/indivisible-2-8-2017-update-qadira-rough-animations/)
  • Hit counter should be in by backer build release
  • "We're trying to make [Ajna] as fluid as possible" so down while dashing/speedboost results in slide and you keep running afterwards
  • "Battles have been sped up a bunch," Enemies now attack in order instead of all at once, actions fill up faster
  • Nuna neutral is place a trap that freezes an enemy in place if they go over it, has an attack where she leaps forward and has a launcher
  • Vasco has trip and jump swipe, mechanic is tapping for extra shots, has different ammo types "which is supers"
  • Fighting game references abound in attack animations
  • Phoebe "is ranged and a grappler" it is CONFIRMED backbreaker (Fuck yeah, Hugo)
  • Super is now dependent on how many times you press the button when doing super
  • Razmi level 1 is drain, level 2 is a magic strike that applies status effects, level 3 is a bunch of fire pillars (hits twice as many times if you do it up close)
*
View attachment 14642
 
  • Fighting game references abound in attack animations
...
oh okay that doesn't spell anything bad at all in terms of originality. nope.
 
Weren't you one of the people complaining that there wasn't enough references to other fighting games in the sprites animations?
 
...
oh okay that doesn't spell anything bad at all in terms of originality. nope.

The actual quote from the video was from before showing off Phoebe and Mike said "If you recognize fighting game references in these most of them are not accidental?" So I don't know why Aden would state it that way.

Also are you really going to start tut tutting about originality?
 
...
oh okay that doesn't spell anything bad at all in terms of originality. nope.
...Dude.

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That's not even the half of it.
 
And most of the time, people don't even notice they're references anyway. Unless they knew about the source material to begin with. And even then, the reaction is mostly "Hey that's kinda cool".

I understand wanting original material, but there is seriously nothing wrong with having a few references here and there. Where do people think art comes from anyway? Out of nowhere? People look at some pre-existing thing and then they put their own spin on it, that's where the originality comes from.

Honestly, just by LITERALLY LOOKING at the work they've done so far we can see that this is not a problem at all. I don't get why this is suddenly something to worry about.
 
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that doesn't spell anything bad at all in terms of originality
I'm sorry, have you seen Skullgirls?

That's not even the half of it.
That's closer to a single digit percentile than half, yeah.
 
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I really feel like you're complaining for the sake of complaining @ArgonBern .
So far to me, Indivisible is shaping to be one of the most unique looking games i've seen in a while so complaining about "references" is a bit rich.
 
shhh shhhh shhhhhh...

we just need to chill. let's just like the game cause it looks cool.

yeah some of the characters have like a fighting game move. if you feel like that ruins the game for you that's cool, but on that hand try not to poop on everyone else's party.

i find Phoebe doing a Hugo BackBreaker, cool. and if i didn't know about SF at all, i would have still found the move cool, cause it's really freaking cool.
 
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Weren't you one of the people complaining that there wasn't enough references to other fighting games in the sprites animations?
Lol no. You must be thinking of someone else.

In response to everyone so far: yes I know SG has a lot of fighting game references gee wiz never played that game at all and not the reason why I'm here tyvm.

I don't have ANY PROBLEM with a few references here and there, but the phrase "references abound in attack anymations" makes it look like almost all attacks will be references, and if almost all of them are references then a player with a decent IQ who understands those references will either think:

"Wow this studio really likes fighting games", which is an okay statement,
OR
"Wow is there any original move in this game?"

You're talking like L0 is the only developer that makes references. We live in the internet age of le dank jojoandwhatnot refrinces goddamnit. Indie developers who don't have any skill in making a game that isn't a mediocre 8-bit/flash platformer with a playtime of 20 minutes overload their games with le funny referencements, and look at the buttload of indie mediocre 8-bit/flash platformers with a playtime of 20 minutes are on steam and the ps store (less there though).

We know that Lab Zero is NOT one of those developers, they showed us. Indiv looks great so far and Skullgirls is a nice game and their first one so I don't mind the references there. But the phrase:
  • Fighting game references abound in attack animations
means that there's going to be a shitton of references in there, then how will Indivisible stand out from said buttload of indie flash reference games?

And probably someone is going to tell me that since the game is a metroidvania mixed with VP I shouldn't complain because it's gonna have metroid references such as colored doors that only open when you get a key. Such referengerators.

Of course, if that "references abound" thing means only a few move references OR a lot of insignificant nods that only a handful of players will notice (similar to SG) OR Mike was making a joke when he talked about people noticing stuff, then my argument doesn't stand and I'm going to buttfuck myself.

And yeah, it could also be a miswording by Aden like J-Boogie said.
 
Again, you are just being worried over nothing and complaining for the sake of complaining.

As I've said, use your eyes to see what has been presented so far and you will see that this particular concern is not an issue. What references are obvious? So far it only looks like Phoebe with her backbreaker, and even then it has its own flavour to it.
 
I'm complaining over something that has been SAID. I could use my eyes all you want and not see anything yet presented, because of a statemen about the future.

Gotta love the saying "complaining for the sake of complaining". Such a good counter-argument.
 
I suppose it's better to be paranoid and negative all the time, basing your feelings on things that are clearly not there.

The current facts are out of the entire cast of playable characters, we have seen glimpses into 13 of them - 14 if you include Ajna. Characters have mostly been original, and if there are any references none of them are overt and obvious.

So unless EVERY single thing left ends up straight-up copying fighting game moves of some sort, can you really claim that people will think "Wow is there any original move in this game?"?

With that said, I'd suggest you take a step back and moderate your feelings before wildly going off rails and making a mountain out of a molehill.
 
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That's closer to a single digit percentile than half, yeah.
I mean, I'm narrowing it down here. This is not counting all the palettes, non-fighter references in moves, or quotes.

Actually I should probably count all pop-culture references in moves and quotes. In which case it's a drop in the bucket, yeah. But then, that depends on if all of Beowulf's wrestling is considered "reference" or "research."
Skullgirls is a nice game and their first one so I don't mind the references there.
So... wait. After digging around in the Indivisible main thread to check Shan's memory, I found a post of yours saying you're holding them to such high standards because of Skullgirls.

But Skullgirls also isn't as good as you think this should be? So you're holding them to dream standards?
 
I found a post of yours saying you're holding them to such high standards because of Skullgirls.

But Skullgirls also isn't as good as you think this should be? So you're holding them to dream standards?
Excuse but what the fuck are you on about? What makes you think that my post in this thread states I don't like SG that much? And since you've been digging in the main thread, care to share that post of mine with us?